I have a UIButton laid out using storyboard. The button just contains an image. When the button is clicked, I want to animate the size of the button - decrease in size and then bring it back to the original size again.
I used the following code -
[UIView animateWithDuration:2.0 animations:^{
_favButton.transform = CGAffineTransformMakeScale(0.5, 0.5);
}completion:^(BOOL finished) {
[UIView animateWithDuration:2.0 animations:^{
_favButton.transform = CGAffineTransformMakeScale(1, 1);
}];
}];
This code moves my button on the screen which I do not want. I want the center of the button to be fixed and the size be animated.
I have not used any Top Constraint in the storyboard for the button. How can I rectify this behaviour?
If you have auto layout turned on, you would need to turn it off.
But it doesn't seem to your problem here as per your description.
I would do the following to re-adjust to the center as it scales:
CGPoint cP = _favButton.center;
[UIView animateWithDuration:2.0 animations:^
{
_favButton.transform = CGAffineTransformMakeScale(0.5, 0.5);
_favButton.layer.position = cp;
}
completion:^(BOOL finished)
{
[UIView animateWithDuration:2.0 animations:^
{
_favButton.transform = CGAffineTransformMakeScale(1, 1);
_favButton.layer.position = cp;
}];
}];
Hope this helps.
SWIFT 3
button.transform = CGAffineTransform(scaleX: 0.1, y: 0.1)
Related
Actually i am using RESlider in my app. In the menu table view there is a profile image and aside to it there is a notification label. Now i want is that when the user presses the hamburger menu the notification label(orange label with 999 number) should animate from a tiny dot to its original size. How to achieve this??
Put this in viewDidAppear
-(void)viewDidAppear:(BOOL)animated{
self.label.transform = CGAffineTransformMakeScale(0.01, 0.01);
[UIView animateWithDuration:0.5 animations:^{
self.label.transform = CGAffineTransformIdentity;
} completion:^(BOOL finished) {
}];
}
myTextLabel.transform = CGAffineTransformMakeScale(0.3, 0.3);
[UIView animateWithDuration:2.0
delay: 0.1
options: UIViewAnimationOptionBeginFromCurrentState
animations:^{
myTextLabel.transform = CGAffineTransformMakeScale(1.5, 1.5); //grow
}
completion:^(BOOL finished){
myTextLabel.transform = CGAffineTransformMakeScale(1, 1);
}];
Change the transform scale of your label, like this :
[UIView animateWithDuration:0.5
delay:0.0
options:UIViewAnimationOptionAutoreverse | UIViewAnimationOptionRepeat | UIViewAnimationOptionCurveEaseInOut
animations:^{
timerLabel.transform = CGAffineTransformScale(timerLabel.transform, 0.7, 0.7);
}
completion:nil];
I'm using an affine transform within a repeating/reversing animation to create a "pulsing" effect. However, I noticed that the button gets shifted right when the animation begins. The anchor point for the button is at (0.5,0.5):
[UIView animateWithDuration:0.5
delay:0
options:UIViewAnimationOptionRepeat|
UIViewAnimationOptionAutoreverse|
UIViewAnimationOptionAllowUserInteraction|
UIViewAnimationCurveEaseInOut
animations:^{
self.recordButton.transform = CGAffineTransformMakeScale(1.2, 1.2);
} completion:^(BOOL finished) {
}];
It appears that when the transform is applied, the origin of the button's frame stays at the same spot.
How can I animate scale transform so the center of the button remains in the same spot once the transform is applied?
I usually play with the frame and CGRect utility functions
[UIView animateWithDuration:0.5
delay:0
options:UIViewAnimationOptionRepeat|
UIViewAnimationOptionAutoreverse|
UIViewAnimationOptionAllowUserInteraction|
UIViewAnimationCurveEaseInOut
animations:^{
self.recordButton.frame = CGRectInset(self.recordButton.frame, -1.2, -1.2);
} completion:^(BOOL finished) {
}];
I'm not sure whether I can describe it properly. It's a kind of UIView, and we see only it's part (with arrow,maybe. on the bottom of screen,maybe). User can click on it, and this view appears fullscreen(usually developer leaves there some additional information). How can I make it?
Try this:
-(void)show
{
[viewObj setFrame:CGRectMake(viewObj.frame.origin.x,viewObj.frame.origin.y,viewObj.frame.size.width, viewObj.frame.size.height)];//Here "viewObj.frame.origin.y" means 568
[UIView animateWithDuration:0.5 animations:^
{
[viewObj setFrame:CGRectMake(viewObj.frame.origin.x,0,viewObj.frame.size.width, viewObj.frame.size.height)];
}
completion:^(BOOL finished)
{
}];
}
-(void)hide
{
[viewObj setFrame:CGRectMake(viewObj.frame.origin.x,viewObj.frame.origin.y,viewObj.frame.size.width, viewObj.frame.size.height)];//Here "viewObj.frame.origin.y" means 0
[UIView animateWithDuration:0.5 animations:^
{
[viewObj setFrame:CGRectMake(viewObj.frame.origin.x,568,viewObj.frame.size.width, viewObj.frame.size.height)];
}
completion:^(BOOL finished)
{
}];
}
i just put the logic that just setting of view Y coordinate of That View and when user click on Button. that et animation and at the re setting the view frame with Y coordinate setting like:
yourview.frame = CGRectMake(0,280,320,568);
[UIView animateWithDuration:2
delay:0.1
options: UIViewAnimationOptionTransitionFlipFromBottom
animations:^{
yourview.frame = CGRectMake(0, 0, 320, 568);
}
completion:^(BOOL finished){
}];
Also see this example:
https://github.com/crocodella/PullableView
Here above github demo this same that you are looking for its output like:
Look at UIView reference:
https://developer.apple.com/library/ios/documentation/uikit/reference/uiview_class/uiview/uiview.html
Specifically:
#property(nonatomic) CGPoint center
And
+ (void)animateWithDuration:(NSTimeInterval)duration animations:(void (^)(void))animations
Example:
[UIView animateWithDuration:2.0 animations:^{
myView.center = CGPointMake(self.view.center.x, self.view.center.y + myOffset);
}];
Duration is in seconds. In this case, 2 seconds.
If you're using AutoLayout, you probably want to change the layout constant, rather then center property.
About Layout Constrains:
https://developer.apple.com/library/ios/documentation/AppKit/Reference/NSLayoutConstraint_Class/NSLayoutConstraint/NSLayoutConstraint.html
Look at constant property. You can also drag a constrain outlet from Interface Builder and access its constant. It's really simple once you get to know it a bit.
I have a circle that users can touch, when you touch it it changes size then reverts back to its original size to indicate you touched it. I want users to be able to touch it as often as they like regardless of whether its currently animating or not. I updated my animation to use the UIViewAnimationOptionAllowUserInteraction flag which does allow me to touch it during the animation but it doesnt behave as I'd expect.
I think I need to somehow stop the currently playing animation, reset the size to normal and then play it again, is this correct and if so how do I do it? If not what do I do?
- (void)pop{
[view.layer removeAllAnimations];
[UIView animateWithDuration:0.2
delay:0.0
options:UIViewAnimationOptionAutoreverse | UIViewAnimationOptionCurveEaseOut | UIViewAnimationOptionAllowUserInteraction // reverse back to original value
animations:^{
// scale down 20%
self.transform = CGAffineTransformMakeScale(0.8, 0.8);
} completion:^(BOOL finished) {
self.transform = CGAffineTransformMakeScale(1, 1);
}];
}
self.btn = [[UIButton alloc] initWithFrame:CGRectMake(200, 200, 100, 30)];
[self.btn addTarget:self action:#selector(tapDown:) forControlEvents:UIControlEventTouchDown];
[self.btn addTarget:self action:#selector(tapUp:) forControlEvents:UIControlEventTouchUpInside];
- (IBAction)tapDown:(id)sender
{
[UIView animateWithDuration:0.2
delay:0.0
options: UIViewAnimationOptionCurveEaseOut | UIViewAnimationOptionAllowUserInteraction
animations:^{
// scale down 20%
self.btn.transform = CGAffineTransformMakeScale(0.8, 0.8);
} completion:nil];
}
- (IBAction)tapUp:(id)sender {
[UIView animateWithDuration:0.2
delay:0.0
options:UIViewAnimationOptionCurveEaseOut | UIViewAnimationOptionAllowUserInteraction // reverse back to original value
animations:^{
// scale up to 100%
self.btn.transform = CGAffineTransformMakeScale(1, 1);
} completion:nil];
}
Sure this is not what you want? When the player taps and pop is called the animation should start over?
- (void)pop{
self.transform = CGAffineTransformMakeScale(1, 1); // If you want the animation to start over you need to reset the size before staring it again
[view.layer removeAllAnimations];
[UIView animateWithDuration:0.2
delay:0.0
options: options:UIViewAnimationOptionAutoreverse | UIViewAnimationOptionCurveEaseOut| UIViewAnimationOptionAllowUserInteraction // reverse back to original value
animations:^{
// scale down 20%
self.transform = CGAffineTransformMakeScale(0.8, 0.8);
} completion:^(BOOL finished) {
self.transform = CGAffineTransformMakeScale(1, 1);
}];
}
Good evening,
I scale down a UIView by using CGAffineTransformScale.
[UIView animateWithDuration:0.3 animations:^{
gridContainerView.transform = CGAffineTransformScale(CGAffineTransformIdentity, 0.2, 0.2);
gridContainerView.alpha = 0.0;
} completion:^(BOOL finished) {
// show UIView B
}];
and scale it back to its original size:
[UIView animateWithDuration:0.3 animations:^{
gridContainerView.transform = CGAffineTransformIdentity;
gridContainerView.alpha = 1.0;
} completion:^(BOOL finished) {
// remove UIView B
}];
This works fine. The gridContainerView get scaled down to the center of the screen. However, if I change the devices orientation (to a.e. landscape) the center is somehow shifted to the bottom left. The transformation is not going to the center of the screen anymore once I change orientation.
The only way to fix this is to release the gridContainerView and reallocate/init it. But unfortunately this is not an option for me at this point.
Any help is truly appreciated.